228 lines
12 KiB
Markdown
228 lines
12 KiB
Markdown
# User-Play Video Study, 2026-08-11
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## Decision Boundary
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This study records generalized behavior from one authorized private user-play
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recording. It does not transfer names, prose, formulas, prices, layouts, art,
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audio, code or other expressive material. No third-party frame is stored in
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this repository. The complete private evidence package remains outside Git.
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The decision enabled by this study is whether Aetherbound Guild should retain
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its compact current deployed line or adopt an independently authored larger
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Company-growth envelope before any runtime implementation begins.
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## Source And Evidence
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- Source SHA-256:
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`188373d2bc3686afb74815f9f6aa9ff3abc59708dda2618ca2ea843d4f46358b`
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- Duration: `00:51:12.939`; 1280x720 video with stereo audio.
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- Private evidence root:
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`/Users/wusumac/Documents/game-reference-archive/dwarves-glory-death-and-loot/2026-08-11-user-video/`
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- Three fixed time segments retain 25 native source frames each, 75 total.
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- Every segment has a 25-row SHA-256 screenshot manifest verified against the
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final files. Product Git remains free of those commercial frames.
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- Phase 2 adds nine source-bound interaction clips and 841 sequentially decoded
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one-second states. Only `phase2/sequences-r3/` and
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`phase2/contact-sheets-r3/` are valid timeline samples; two earlier sampling
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attempts are retained privately as `INVALID_TIME_BINDING`.
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## Directly Proven Behavior
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### Run Arc And Scale
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- The recording enters a new run, shows preparation, advances through repeated
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automatic battles and results, then ends when the eight-member side reaches
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zero while one boss-side unit remains. The resulting game-over report shows
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59 accumulated victories before returning to the title screen.
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- The final report has eight Company result rows and awards 35 units of a
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persistent resource. The displayed time field is not interpreted because
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its unit and relationship to the edited recording are unknown.
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- The visible roster grows from two occupied members to seven, then later
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reaches eight. A roster occupancy display shows `8/10`; eight members are
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also simultaneously represented in live battle.
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### Preparation And Economy
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- Repeated recruit offers expose unequal prices, role/profession presentation
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and multiple attributes before commitment.
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- One continuously observed recruit transaction reduces the displayed balance
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by the candidate's displayed price and changes the occupied roster from two
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to three. Separate observed item transactions reduce balance and increase
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backpack occupancy.
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- Member inspection exposes level, attributes, weapon category, attack
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interval and an active-ability field.
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- Equipment has multiple member slots and tooltips with eligibility, stats,
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conditional behavior and sell value. The visible backpack capacity is 22,
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and a separate paged storage surface is present.
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- Visible shop levels include 4, 6, 8 and 9. The recording includes ordinary
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three-offer states, a broader shop with at least eight visible offers,
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shop-upgrade information and recurring zero-price three-choice states.
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- A continuously observed shop-level transition changes the displayed balance,
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level, visible offers and next-upgrade information. A forge sequence places
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matching inputs, plays a transformation response and leaves a higher-tier
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output in inventory; its recipe and formula remain unknown.
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- Results separate per-member condition rows from no-loot, one-item and
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multi-item reward variants.
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### Battle
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- Battle resolves without a visible normal target or skill command. Opposing
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groups advance from the sides, meet near the center and exchange actions.
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- The HUD exposes aggregate side state, living-unit counters, per-member
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status, elapsed time, speed and local numerical/effect feedback.
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- Sampled ordinary victories follow the opposing living-unit count reaching
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zero and transition into a separate result presentation. The recording does
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not support line crossing as the ordinary victory rule.
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- Two separately resolved battles begin by expanding the visible member-state
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panels from two to seven and from three to seven during the opening second.
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A victory, report, preparation state and fresh encounter selection separate
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those battles. The sequence supports staggered battle entry, not a seven-to-
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three collapse or a same-battle revival claim.
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- The terminal boss sequence visibly reduces the Company counter from eight to
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zero while the opposing counter remains one, emits member-death messages and
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opens the game-over report. This directly establishes a party-wipe run
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terminal for the observed mode.
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- Forest, cave, red-rock/open and snow-field presentations are directly seen.
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## Explicit Unknowns
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- The recording does not prove same-battle respawn, reserve auto-entry,
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permanent-loss confirmation, retreat settlement or the exact rule behind
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staged entry-panel expansion.
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- Ten is a displayed roster capacity in this state, not a proven universal
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mode limit or a total number of recruit identities.
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- The final report explicitly says the 35-unit award can be spent in a
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persistent upgrade surface to improve later members, but the recording does
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not open that surface or prove its prices, tree or carry-over formula.
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- The recording does not enumerate complete professions, skills, equipment,
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artifacts, enemies, bosses, regions, chapters, modes or achievements.
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- Narration and the mixed recording prevent reliable event-to-audio mapping.
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## Reconciliation With Earlier Research
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The earlier private observation proved a separate 12-victory completed run.
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This new 59-victory result does not contradict it: both values are exact only
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for their recorded run and mode state. The new recording strengthens runtime
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lower bounds for Company size, shop progression, storage and environment
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coverage, but does not convert any package file count into a gameplay count.
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The Phase 2 evidence corrects three unsafe interpretations:
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1. The apparent three-panel state is a new battle's first second and expands to
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seven on the next sampled second; it is not evidence of seven units
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shrinking to three or of same-battle revival.
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2. Moving battlefield composition does not prove boundary crossing as a base
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victory condition; sampled victories instead follow enemy elimination.
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3. The 59-victory report is a defeat terminal after a party wipe, not proof of
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campaign completion or a fixed 59-stage mode.
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## Phase 3 Public-Video Reconciliation
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Phase 3 adds three source-bound public-video lanes while keeping all commercial
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clips and frames outside this repository. The private combined report and its
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evidence manifest are under:
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`/Users/wusumac/Documents/game-reference-archive/dwarves-glory-death-and-loot/2026-08-11-public-video-phase3/`
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The public evidence changes the death model materially:
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- `PROVEN`: ordinary combat and ultimate activation are automatic. The visible
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battle controls are camera mode, speed, pause and retreat, rather than normal
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per-member movement, targeting or skill timing.
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- `PROVEN`: the three displayed difficulty descriptions use different loss
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rules. The forgiving mode revives the whole roster after a wipe and deducts
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victories; the normal mode revives individual casualties after a victory but
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ends the run on a full-party wipe; permanent death is explicitly limited to
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the hard mode.
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- `PROVEN`: these are between-battle or mode-level recovery rules. No retained
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continuous sequence shows a defeated member returning during the same active
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battle. One late item tooltip discloses fatal-hit prevention, but its trigger
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was not observed.
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- `PROVEN`: a late run reaches a visible `10/10` roster, fields ten members,
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reaches shop tier 10, uses a 22-slot carried inventory and exposes a separate
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`7/10` storage surface. These are exact observed states, not universal caps.
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- `PROVEN`: preparation depth includes a recipe browser with three input cells,
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a consumptive individual passive/veteran operation, profession-labeled
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equipment, a formation-card catalog with four populated active slots, a
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connected Rune Circle and named loadout-management UI.
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- `PROVEN`: one continuous guide segment shows a prepared ten-member roster,
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automatic boss combat, enemy count reaching zero, victory treatment and a
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return to the hall. Whether that victory completes the run remains unknown.
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- `PROVEN`: separate runs terminate at 30, 59 and 126 accumulated victories and
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show different persistent awards. A 100-victory milestone also grants a
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persistent award and unlocks an optional future-run mode. None of these
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values establishes a universal reward formula or authored stage total.
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Version boundaries remain explicit. One title page visibly reports `v1.24.0`.
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The long-run source is only `LIKELY` version 2.0 because that claim comes from
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narration, not a retained in-game version label. The endgame guide's exact
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build is unknown. Values and mechanics that differ across these sources must
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not be averaged or silently treated as one current build.
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Public-video edits and speed changes also prevent any valid inference about
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normal run duration, decision density or real-time pacing. Exact content totals,
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formulas, audio-event mappings, retreat settlement, hard-mode cleanup and
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cross-session save behavior remain unknown.
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## Phase 4 Replication-Readiness Closure
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Targeted Phase 4 evidence closes the remaining structural blockers without
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copying reference content or formulas. The private report is:
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`/Users/wusumac/Documents/game-reference-archive/dwarves-glory-death-and-loot/2026-08-11-public-video-phase4/PHASE4_REPLICATION_READINESS_ZH.md`
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- `PROVEN`: a continuous Rune Circle operation spends rune points and visibly
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illuminates connected path segments. An advanced-profession node visibly
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requires two adjacent completed paths plus a separate currency cost. Refund
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and reset behavior remain unknown.
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- `PROVEN`: a complete public mobile walkthrough uses a landscape layout. Its
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in-game tutorial explicitly instructs Tap operations for reroll, member
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pickup/position exchange and item sale, and shows item placement into
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inventory. The recording does not expose physical touch coordinates or drag
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thresholds.
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- `PROVEN`: one boss-ladder source visibly identifies a seventh boss at round
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300, then shows three elemental dragon fights before a separate final Raid
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encounter. It is evidence of staged boss escalation, not a complete content
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count or timing model.
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- `PROVEN`: an independent continuous final-Raid recording shows a ten-member
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side defeat the final boss, then displays the authoritative choice to keep
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guiding the current clan or send its members into retirement. Final-boss
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victory therefore does not force the current run to stop.
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- `PROVEN_UI_ONLY`: a Tavern explanation exposes an experience-recovery loop
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between battles, a distributable progression resource and retiring members.
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No retirement transaction was performed, so confirmation, equipment cleanup,
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roster mutation and persistence remain unknown.
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- `PROVEN`: a retained title screen directly reports `v2.0.0`; it is separate
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from the independently visible `v1.24.0` source.
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The reference record is now sufficient for independent product-contract and
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mobile-prototype design of the high-level experience. It remains insufficient
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for a one-to-one claim about every profession, item, enemy, formula, layout,
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audio event or content total. Those gaps should be independently authored and
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validated rather than reconstructed from commercial expression.
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## Product Implications, Not Reference Facts
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The reference evidence demonstrates that visible Company growth can carry a
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long run: recruitment changes the battle silhouette, preparation density and
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result report. Aetherbound's current compact line is an original product
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choice, but it now requires explicit Owner review because it may underdeliver
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the requested large-recruit fantasy.
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The recommended independent envelope is:
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`two-member opening -> ten-member run roster -> deployed capacity grows through
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four, six and eight -> no same-battle respawn -> no automatic Reserve entry ->
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ordinary victory requires eliminating the enemy group`
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This is not yet product authority. It would require one coherent revision of
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the game contract, battle system, economy, save/failure rules, screen map,
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interactive prototype, simulation fixtures and validators. Formal runtime
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development remains frozen.
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## Shortest Next Action
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Owner reviews the Phase 4 replication-readiness decision and then authorizes or
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rejects an original product-contract and landscape mobile-prototype revision;
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runtime implementation remains frozen.
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